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调整一波数据相关

Void_F 1 semana atrás
pai
commit
675f004d27

+ 6 - 6
Assets/Prefabs/UI/Thing6.prefab

@@ -97,7 +97,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &6784537450200736856
 RectTransform:
   m_ObjectHideFlags: 0
@@ -275,7 +275,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: -79.500015, y: 1.5}
+  m_AnchoredPosition: {x: -49.50002, y: 1.5}
   m_SizeDelta: {x: 72.7194, y: 30}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &8702637409358662090
@@ -431,7 +431,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 80.49997, y: 1.5}
+  m_AnchoredPosition: {x: 50.49997, y: 1.5}
   m_SizeDelta: {x: 72.7194, y: 30}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &6331580919224257610
@@ -671,7 +671,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: -79.5, y: -34.8}
+  m_AnchoredPosition: {x: -49.5, y: -34.8}
   m_SizeDelta: {x: 72.7194, y: 30}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &4111683406532336166
@@ -781,7 +781,7 @@ GameObject:
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
   m_StaticEditorFlags: 0
-  m_IsActive: 1
+  m_IsActive: 0
 --- !u!224 &4484299899755332855
 RectTransform:
   m_ObjectHideFlags: 0
@@ -959,7 +959,7 @@ RectTransform:
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0.5, y: 0.5}
   m_AnchorMax: {x: 0.5, y: 0.5}
-  m_AnchoredPosition: {x: 80.5, y: -34.8}
+  m_AnchoredPosition: {x: 50.5, y: -34.8}
   m_SizeDelta: {x: 72.7194, y: 30}
   m_Pivot: {x: 0.5, y: 0.5}
 --- !u!222 &9213557903096925006

+ 6 - 0
Assets/Scripts/HttpHelper.cs

@@ -84,6 +84,12 @@ public class HttpHelper : MonoBehaviour
             GetTaoKouDevicesGroupInfo();
         }
 
+        if (GlobalData.pageIndex == PageIndex.Page2)
+        {
+            SendBuYuan_GetSensorData();
+            SendTaoKou_GetSensorData();
+        }
+
         if (GlobalData.pageIndex == PageIndex.Page1)
         {
             Debug.Log("InitXHGKData");

+ 60 - 28
Assets/Scripts/UI/UIView/BigScreen/BigScreenLayer.cs

@@ -449,6 +449,12 @@ public class BigScreenLayer : MonoBehaviour
         {
             return GlobalData.floorGateData.success;
         });
+       
+        await new WaitUntil(() =>
+        {
+            return GlobalData.buYuanSensorData.data.Count>0&&GlobalData.taoKouSensorData.data.Count>0;
+        });
+        
         floodTexts[0].text = (GlobalData.floorGateData.BuYuanOperationalGates + GlobalData.floorGateData.TaoKouOperationalGates).ToString();
         floodTexts[1].text = (GlobalData.floorGateData.BuYuanTotalGates + GlobalData.floorGateData.TaoKouTotalGates - GlobalData.floorGateData.BuYuanOperationalGates - GlobalData.floorGateData.TaoKouOperationalGates).ToString();
         floodTexts[2].text = (GlobalData.floorGateData.BuYuanTotalGates + GlobalData.floorGateData.TaoKouTotalGates).ToString();
@@ -474,46 +480,72 @@ public class BigScreenLayer : MonoBehaviour
             floodLists[0].transform.parent.parent.parent.gameObject.SetActive(false);
             floodLists[1].transform.parent.parent.parent.gameObject.SetActive(true);
         });
-        for (int i = 0; i < GlobalData.floorGateData.BuYuan.FloodGates.Length; i++)
+        var buyuanData = GlobalData.buYuanSensorData.data;
+        for (int i = 0; i < buyuanData.Count; i++)
         {
             GameObject floodGateDataObj = Instantiate(floodDataPrefab);
             floodGateDataObj.transform.SetParent(floodLists[0].transform);
             floodGateDataObj.transform.localScale = Vector3.one;
             floodGateDataObj.transform.GetChild(1).GetComponent<Text>().text = (i + 1).ToString("00") + "号闸门";
-            floodGateDataObj.transform.GetChild(7).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.FloodGates[i].IsOpen ? "开启" : "关闭";
-            floodGateDataObj.transform.GetChild(8).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.FloodGates[i].CurrentFlow + "m³/s";
-            floodGateDataObj.transform.GetChild(9).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.CurrentWaterLevel + "m";
-            floodGateDataObj.transform.GetChild(10).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.FloodGates[i].CurrentOpening + "°";
-            switch (GlobalData.floorGateData.BuYuan.FloodGates[i].Status)
-            {
-                case 0:
-                    floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "故障";
-                    break;
-                case 1:
-                    floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "正常";
-                    break;
-            }
+            floodGateDataObj.transform.GetChild(7).GetComponent<Text>().text = buyuanData[i].gate_opening ? "开启" : "关闭";
+            floodGateDataObj.transform.GetChild(8).GetComponent<Text>().text =   "- m³/s";
+            floodGateDataObj.transform.GetChild(9).GetComponent<Text>().text =   "m";
+            floodGateDataObj.transform.GetChild(10).GetComponent<Text>().text = buyuanData[i].opening_degree*0.01 + "m";
+            floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = buyuanData[i].gate_breakdown ? "故障":"正常";
         }
-        for (int i = 0; i < GlobalData.floorGateData.TaoKou.FloodGates.Length; i++)
+        var taokouData = GlobalData.taoKouSensorData.data;
+        for (int i = 0; i < taokouData.Count; i++)
         {
             GameObject floodGateDataObj = Instantiate(floodDataPrefab);
             floodGateDataObj.transform.SetParent(floodLists[1].transform);
             floodGateDataObj.transform.localScale = Vector3.one;
             floodGateDataObj.transform.GetChild(1).GetComponent<Text>().text = (i + 1).ToString("00") + "号闸门";
-            floodGateDataObj.transform.GetChild(7).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.FloodGates[i].IsOpen ? "开启" : "关闭";
-            floodGateDataObj.transform.GetChild(8).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.FloodGates[i].CurrentFlow + "m³/s";
-            floodGateDataObj.transform.GetChild(9).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.CurrentWaterLevel + "m";
-            floodGateDataObj.transform.GetChild(10).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.FloodGates[i].CurrentOpening + "°";
-            switch (GlobalData.floorGateData.TaoKou.FloodGates[i].Status)
-            {
-                case 0:
-                    floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "故障";
-                    break;
-                case 1:
-                    floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "正常";
-                    break;
-            }
+            floodGateDataObj.transform.GetChild(7).GetComponent<Text>().text = taokouData[i].gate_opening ? "开启" : "关闭";
+            floodGateDataObj.transform.GetChild(8).GetComponent<Text>().text =   "- m³/s";
+            floodGateDataObj.transform.GetChild(9).GetComponent<Text>().text =   "m";
+            floodGateDataObj.transform.GetChild(10).GetComponent<Text>().text = taokouData[i].opening_degree*0.01 + "m";
+            floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = taokouData[i].gate_breakdown ? "故障":"正常";
         }
+        // for (int i = 0; i < GlobalData.floorGateData.BuYuan.FloodGates.Length; i++)
+        // {
+        //     GameObject floodGateDataObj = Instantiate(floodDataPrefab);
+        //     floodGateDataObj.transform.SetParent(floodLists[0].transform);
+        //     floodGateDataObj.transform.localScale = Vector3.one;
+        //     floodGateDataObj.transform.GetChild(1).GetComponent<Text>().text = (i + 1).ToString("00") + "号闸门";
+        //     floodGateDataObj.transform.GetChild(7).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.FloodGates[i].IsOpen ? "开启" : "关闭";
+        //     floodGateDataObj.transform.GetChild(8).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.FloodGates[i].CurrentFlow + "m³/s";
+        //     floodGateDataObj.transform.GetChild(9).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.CurrentWaterLevel + "m";
+        //     floodGateDataObj.transform.GetChild(10).GetComponent<Text>().text = GlobalData.floorGateData.BuYuan.FloodGates[i].CurrentOpening + "°";
+        //     switch (GlobalData.floorGateData.BuYuan.FloodGates[i].Status)
+        //     {
+        //         case 0:
+        //             floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "故障";
+        //             break;
+        //         case 1:
+        //             floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "正常";
+        //             break;
+        //     }
+        // }
+        // for (int i = 0; i < GlobalData.floorGateData.TaoKou.FloodGates.Length; i++)
+        // {
+        //     GameObject floodGateDataObj = Instantiate(floodDataPrefab);
+        //     floodGateDataObj.transform.SetParent(floodLists[1].transform);
+        //     floodGateDataObj.transform.localScale = Vector3.one;
+        //     floodGateDataObj.transform.GetChild(1).GetComponent<Text>().text = (i + 1).ToString("00") + "号闸门";
+        //     floodGateDataObj.transform.GetChild(7).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.FloodGates[i].IsOpen ? "开启" : "关闭";
+        //     floodGateDataObj.transform.GetChild(8).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.FloodGates[i].CurrentFlow + "m³/s";
+        //     floodGateDataObj.transform.GetChild(9).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.CurrentWaterLevel + "m";
+        //     floodGateDataObj.transform.GetChild(10).GetComponent<Text>().text = GlobalData.floorGateData.TaoKou.FloodGates[i].CurrentOpening + "°";
+        //     switch (GlobalData.floorGateData.TaoKou.FloodGates[i].Status)
+        //     {
+        //         case 0:
+        //             floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "故障";
+        //             break;
+        //         case 1:
+        //             floodGateDataObj.transform.GetChild(11).GetComponent<Text>().text = "正常";
+        //             break;
+        //     }
+        // }
         List<double> doubles = new List<double>();
         doubles.Add(90);
         doubles.Add(100);

+ 2 - 0
Assets/Scripts/UI/UIView/GCJK/DeviceTrendPanel.cs

@@ -122,6 +122,8 @@ public class DeviceTrendPanel : MonoBehaviour
         }
 
         YAxis tempXaxis = _LineChart.GetChartComponent<YAxis>();
+        var tempSeries = _LineChart.series;
+        tempSeries[0].serieName = typeText;
         tempXaxis.axisName.name = typeText;
         nameText.text = $"{name} {typeText}趋势";
         this.gameObject.SetActive(true);